If you nix the sub-feats within spheres, but keep the required skill ranks, you keep low-level characters from being able to do big stuff -- like Assault or Regeneration. This makes sense given CT's psi rules.
You still need to learn a fair amount of skill to be able to even try it, and the character's maximum skill is limited by level. Without a psi class, the numbers track pretty well. One gets the cool stuff at roughly equivalent levels within a sphere and needs to be pretty high level to pull off the really cool stuff. If you learn about your psi power at a moderate character level, you can quickly pick up enough skill, but only if that's all you do with your skill points.
I think the rank prereqs are a bit blunt as a control, but livable.
DCs are a separate, but related problem. There should be some. I've been pondering the problem for things like TK -- modifiers for being able to see the object, being able to select one object from many, being able to manipulate only part of an object, manipulating it in a complex manner (solving a Rubix cube, FREX).
I'm not convinced on the Vessel Feat comparison. If I want to be a hot-shot driver or pilot, I can do it by just taking one or two Vessel feat(s) and lots of skill. A -4 is significant, but with a decent DEX bonus it isn't major.
For classes that get lots of skill points, or high INT characters, it may be more cost-effective to buy just lots of skill rather than multiple Vessel feats.
As currently written, if I want to be a hot-shot psi, I have to use lots of skill points _and_ lots of feats to do it. I can't just have one feat and do the rest at penalties.
Maybe I'm just confused by what you are trying to do. Can you put up an example of a character in your proposed class? Let's say at least two Affinities, moderate abilities with each.
On this topic, what do folks think of the PSI Training Feat (T20:108). This one bugs me too. Let's take Jim the Marine. Musters out a lvl 3 (already spent that 3rd level feat). Walks straight into the local psi institute. He doesn't get a feat until 6th level? What happens if he doesn't buy this feat?
I think if he buys the feat, he's guarranteed to get the fee waived, even if he's rich. If he's indigent and has a decent charisma, he can try for a fee waiver anyway. (Charisma? Vs. telepaths?) If he doesn't get the charity, he's out Cr 5000. Not a great deal of money for a feat slot, particularly if you don't know if you'll get enough skill to make waiving the training worth it.
Perhaps not the best mechanic.
You still need to learn a fair amount of skill to be able to even try it, and the character's maximum skill is limited by level. Without a psi class, the numbers track pretty well. One gets the cool stuff at roughly equivalent levels within a sphere and needs to be pretty high level to pull off the really cool stuff. If you learn about your psi power at a moderate character level, you can quickly pick up enough skill, but only if that's all you do with your skill points.
I think the rank prereqs are a bit blunt as a control, but livable.
DCs are a separate, but related problem. There should be some. I've been pondering the problem for things like TK -- modifiers for being able to see the object, being able to select one object from many, being able to manipulate only part of an object, manipulating it in a complex manner (solving a Rubix cube, FREX).
I'm not convinced on the Vessel Feat comparison. If I want to be a hot-shot driver or pilot, I can do it by just taking one or two Vessel feat(s) and lots of skill. A -4 is significant, but with a decent DEX bonus it isn't major.
For classes that get lots of skill points, or high INT characters, it may be more cost-effective to buy just lots of skill rather than multiple Vessel feats.
As currently written, if I want to be a hot-shot psi, I have to use lots of skill points _and_ lots of feats to do it. I can't just have one feat and do the rest at penalties.
Maybe I'm just confused by what you are trying to do. Can you put up an example of a character in your proposed class? Let's say at least two Affinities, moderate abilities with each.
On this topic, what do folks think of the PSI Training Feat (T20:108). This one bugs me too. Let's take Jim the Marine. Musters out a lvl 3 (already spent that 3rd level feat). Walks straight into the local psi institute. He doesn't get a feat until 6th level? What happens if he doesn't buy this feat?
I think if he buys the feat, he's guarranteed to get the fee waived, even if he's rich. If he's indigent and has a decent charisma, he can try for a fee waiver anyway. (Charisma? Vs. telepaths?) If he doesn't get the charity, he's out Cr 5000. Not a great deal of money for a feat slot, particularly if you don't know if you'll get enough skill to make waiving the training worth it.
Perhaps not the best mechanic.